242 resultados para Bluetooth


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This paper describes the use of Bluetooth and Java-Based technologies in developing a multi-player mobile game in ubiquitous computing, which strongly depends on automatic contextual reconfiguration and context-triggered actions. Our investigation focuses on an extended form of ubiquitous computing which game software developers utilize to develop games for players. We have developed an experimental ubiquitous computing application that provides context-aware services to game server and game players in a mobile distributed computing system. Obviously, contextual services provide useful information in a context-aware system. However, designing a context-aware game is still a daunting task and much theoretical and practical research remains to be done to reach the ubiquitous computing era. In this paper, we present the overall architecture and discuss, in detail, the implementation steps taken to create a Bluetooth and Java based context-aware game. We develop a multi-player game server and prepare the client and server codes in ubiquitous computing, providing adaptive routines to handle connection information requests, logging and context formatting and delivery for automatic contextual reconfiguration and context-triggered actions. © 2010 Binary Information Press.

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Atualmente, com o crescimento exponencial das tecnologias de comunicação móveis, cada vez mais existe uma utilização generalizada de dispositivos móveis que adotam normas de última geração para redes de área corporal (BAN), como o Bluetooth Low Energy. Estas normas vieram revolucionar a monitorização de parâmetros vitais, permitindo que esta seja efetuada em qualquer lugar e momento e que ocorra uma redução do consumo energético. Se tivermos em consideração as doenças mais causadoras de morte, a tendência de envelhecimento da população e a dificuldade de acesso e acompanhamento médico por parte de pacientes com incapacidades, a monitorização remota de parâmetros vitais surge como um auxiliar clínico para um diagnóstico melhor, mais rápido e mais fiável. O presente projeto tem como objetivo especificar uma arquitetura para monitorização remota de parâmetros vitais no sentido de criar uma solução pronta a usar, simples, eficiente, segura, de baixo custo e compatível com dispositivos móveis de última geração. A monitorização remota será efetuada com recurso ao dispositivo móvel, que o paciente já possui, através de uma aplicação que atua como intermediária entre os sensores biofísicos que efetuam a recolha de dados vitais e a plataforma onde estes serão armazenados. Após o envio dos dados para a plataforma é possível o seu acesso pelos profissionais de saúde para que assim os tenham em consideração ao efetuar diagnósticos. Os testes realizados mostram a facilidade e simplicidade de utilização do sistema, fatores muito importantes, bem como a fiabilidade na leitura de parâmetros vitais.

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Atualmente, com o crescimento exponencial das tecnologias de comunicação móveis, cada vez mais existe uma utilização generalizada de dispositivos móveis que adotam normas de última geração para redes de área corporal (BAN), como o Bluetooth Low Energy. Estas normas vieram revolucionar a monitorização de parâmetros vitais, permitindo que esta seja efetuada em qualquer lugar e momento e que ocorra uma redução do consumo energético. Se tivermos em consideração as doenças mais causadoras de morte, a tendência de envelhecimento da população e a dificuldade de acesso e acompanhamento médico por parte de pacientes com incapacidades, a monitorização remota de parâmetros vitais surge como um auxiliar clínico para um diagnóstico melhor, mais rápido e mais fiável. O presente projeto tem como objetivo especificar uma arquitetura para monitorização remota de parâmetros vitais no sentido de criar uma solução pronta a usar, simples, eficiente, segura, de baixo custo e compatível com dispositivos móveis de última geração. A monitorização remota será efetuada com recurso ao dispositivo móvel, que o paciente já possui, através de uma aplicação que atua como intermediária entre os sensores biofísicos que efetuam a recolha de dados vitais e a plataforma onde estes serão armazenados. Após o envio dos dados para a plataforma é possível o seu acesso pelos profissionais de saúde para que assim os tenham em consideração ao efetuar diagnósticos. Os testes realizados mostram a facilidade e simplicidade de utilização do sistema, fatores muito importantes, bem como a fiabilidade na leitura de parâmetros vitais.

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Dissertação (mestrado)—Universidade de Brasília, Faculdade Gama, Programa de Pós-Graduação em Engenharia Biomédica, 2015.

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Our students come from diverse backgrounds. They need flexibility in their learning. First year students tend to worry when they miss lectures or part of lectures. Having the lecture as an on line resource allows students to miss a lecture without stressing about it and to be more relaxed in the lecture, knowing that anything they may miss will be available later. The resource: The Windows based program from Blueberry Software (not Blackberry!) - BB Flashback - allows the simultaneous recording of the computer screen together with the audio, as well as Webcam recording. Editing capabilities include adding pause buttons, graphics and text to the file before exporting it in a flash file. Any diagrams drawn on the board or shown via visualiser can be photographed and easily incorporated. The audio from the file can be extracted if required to be posted as podcast. Exporting modes other than Flash are also available, allowing vodcasting if you wish. What you will need: - the recording software: it can be installed on the lecture hall computer just prior to lecture if needed - a computer: either the ones in lecture halls, especially if fitted with audio recording, or a laptop (I have used audio recording via Bluetooth for mobility). Feedback from students has been positive and will be presented on the poster.

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User-Based intelligent systems are already commonplace in a student’s online digital life. Each time they browse, search, buy, join, comment, play, travel, upload, download, a system collects, analyses and processes data in an effort to customise content and further improve services. This panel session will explore how intelligent systems, particularly those that gather data from mobile devices, can offer new possibilities to assist in the delivery of customised, personal and engaging learning experiences. The value of intelligent systems for education lies in their ability to formulate authentic and complex learner profiles that bring together and systematically integrate a student’s personal world with a formal curriculum framework. As we well know, a mobile device can collect data relating to a student’s interests (gathered from search history, applications and communications), location, surroundings and proximity to others (GPS, Bluetooth). However, what has been less explored is the opportunity for a mobile device to map the movements and activities of a student from moment to moment and over time. This longitudinal data provides a holistic profile of a student, their state and surroundings. Analysing this data may allow us to identify patterns that reveal a student’s learning processes; when and where they work best and for how long. Through revealing a student’s state and surroundings outside of schools hour, this longitudinal data may also highlight opportunities to transform a student’s everyday world into an inventory for learning, punctuating their surroundings with learning recommendations. This would in turn lead to new ways to acknowledge and validate and foster informal learning, making it legitimate within a formal curriculum.

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Our daily lives become more and more dependent upon smartphones due to their increased capabilities. Smartphones are used in various ways, e.g. for payment systems or assisting the lives of elderly or disabled people. Security threats for these devices become more and more dangerous since there is still a lack of proper security tools for protection. Android emerges as an open smartphone platform which allows modification even on operating system level and where third-party developers first time have the opportunity to develop kernel-based low-level security tools. Android quickly gained its popularity among smartphone developers and even beyond since it bases on Java on top of "open" Linux in comparison to former proprietary platforms which have very restrictive SDKs and corresponding APIs. Symbian OS, holding the greatest market share among all smartphone OSs, was even closing critical APIs to common developers and introduced application certification. This was done since this OS was the main target for smartphone malwares in the past. In fact, more than 290 malwares designed for Symbian OS appeared from July 2004 to July 2008. Android, in turn, promises to be completely open source. Together with the Linux-based smartphone OS OpenMoko, open smartphone platforms may attract malware writers for creating malicious applications endangering the critical smartphone applications and owners privacy. Since signature-based approaches mainly detect known malwares, anomaly-based approaches can be a valuable addition to these systems. They base on mathematical algorithms processing data that describe the state of a certain device. For gaining this data, a monitoring client is needed that has to extract usable information (features) from the monitored system. Our approach follows a dual system for analyzing these features. On the one hand, functionality for on-device light-weight detection is provided. But since most algorithms are resource exhaustive, remote feature analysis is provided on the other hand. Having this dual system enables event-based detection that can react to the current detection need. In our ongoing research we aim to investigates the feasibility of light-weight on-device detection for certain occasions. On other occasions, whenever significant changes are detected on the device, the system can trigger remote detection with heavy-weight algorithms for better detection results. In the absence of the server respectively as a supplementary approach, we also consider a collaborative scenario. Here, mobile devices sharing a common objective are enabled by a collaboration module to share information, such as intrusion detection data and results. This is based on an ad-hoc network mode that can be provided by a WiFi or Bluetooth adapter nearly every smartphone possesses.

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While substantial research on intelligent transportation systems has focused on the development of novel wireless communication technologies and protocols, relatively little work has sought to fully exploit proximity-based wireless technologies that passengers actually carry with them today. This paper presents the real-world deployment of a system that exploits public transit bus passengers’ Bluetooth-capable devices to capture and reconstruct micro- and macro-passenger behavior. We present supporting evidence that approximately 12% of passengers already carry Bluetooth-enabled devices and that the data collected on these passengers captures with almost 80 % accuracy the daily fluctuation of actual passengers flows. The paper makes three contributions in terms of understanding passenger behavior: We verify that the length of passenger trips is exponentially bounded, the frequency of passenger trips follows a power law distribution, and the microstructure of the network of passenger movements is polycentric.

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This poster summarises the current findings from STRC’s Integrated Traveller Information research domain that aims for accurate and reliable travel time prediction, and optimisation of multimodal trips. Following are the three selected discussions: a) Fundamental understanding on the use of Bluetooth MAC Scanner (BMS) for travel time estimation b) Integration of multi-sources (Loops and Bluetooth) for travel time and density estimation c) Architecture for online and predictive multimodal trip planner

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Vehicle speed is an important attribute for the utility of a transport mode. The speed relationship between multiple modes of transport is of interest to the traffic planners and operators. This paper quantifies the relationship between bus speed and average car speed by integrating Bluetooth data and Transit Signal Priority data from the urban network in Brisbane, Australia. The method proposed in this paper is the first of its kind to relate bus speed and average car speed by integrating multi-source traffic data in a corridor-based method. Three transferable regression models relating not-in-service bus; in-service bus during peak; and in-service bus during off peak periods with average car are proposed. The models are cross-validated and the interrelationships are significant

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The Macroscopic Fundamental Diagram (MFD) relates space-mean density and flow, and the existence with dynamic features was confirmed in congested urban network with real data set from loop detectors and taxi probes. Since the MFD represents the area-wide network traffic performances, it gives foundations for perimeter control strategies and an area traffic state estimation enabling area-based network control. However, limited works have been reported on real world example from signalised arterial network. This paper fuses data from multiple sources (Bluetooth, Loops and Signals) and develops a framework for the development of the MFD for Brisbane. Existence of the MFD in Brisbane network is confirmed. Different MFDs (from whole network and several sub regions) are evaluated to discover the spatial partitioning in network performance representation.

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Whether by using electronic banking, by using credit cards, or by synchronising a mobile telephone via Bluetooth to an in-car system, humans are a critical part in many cryptographic protocols daily. We reduced the gap that exists between the theory and the reality of the security of these cryptographic protocols involving humans, by creating tools and techniques for proofs and implementations of human-followable security. After three human research studies, we present a model for capturing human recognition; we provide a tool for generating values called Computer-HUman Recognisable Nonces (CHURNs); and we provide a model for capturing human perceptible freshness.

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The Land Of Ludos is a proposal or a design concept for a game that re-imagines the recorded Bluetooth device movements from the 2011 48 Hour Game Making Challenge as an interactive narrative experience. As game developers, the most interesting elements of the 48 Hour challenge data visualisation project is not measurement or analysis of process, but the relationships and narratives created during the experience. [exerpt truna aka j.turner, Thomas & Owen, 2013] See: truna aka j.turner, Thomas & Owen (2013) Living the indie life: mapping creative teams in a 48 hour game jam and playing with data, in proc IE'2013, 9th Australasian Conference on Interactive Entertainment, September 30 - October 01 2013, Melbourne, VIC, Australia